Celosia Brennan was supposed to be a hero. After a spectacular failure that cost her people their freedom, she is offered a once-in-a-lifetime chance at redemption. Together with a gifted team of rebels, she not only sets her sights on freedom, but defeating her personal demons along the way.
Now branded a failure, Celosia desperately volunteers for the next mission: taking down the corrupt Council with a team of her fellow elementally gifted mages. Leading the Ember Operative gives Celosia her last hope at redemption. They seek to overthrow the Council once and for all, this time bringing the fight to Valeria, the largest city under the Council’s iron grip. But Celosia’s new teammates don’t trust her—except for Ianthe, a powerful Ice Elementalist who happens to believe in second chances.
With Council spies, uncontrolled magic, and the distraction of unexpected love, Celosia will have to win the trust of her teammates and push her abilities to the breaking point to complete the Ember Operative. Except if she falters this time, there won’t be any Elementalists left to stop the Council from taking over not just the country, but their entire world.
Fleeing yet another sticky situation, the rogue Farwander lands aboard a ship bound for the mysterious Ghost Archipelago. Unwittingly, he has joined the Heritor, Lady Temnos, on her expedition to the fabled isle of Penitent's Landing, where a mighty treasure is said to lie at the pinnacle of the volcanic Mount Golca.
As the expedition approaches its goal, Farwander is entangled in the fight between Lady Temnos and her rival, the monstrous Lord Hekatar, prophet of the cruel sea goddess Scaravayle. Sea battles, creatures from the deep, and the myriad other perils of the Lost Isles threaten to bring the rogue's life to an abrupt and unpleasant end. Is survival Farwander's only aim, however, or does he have his eye on a greater prize?
Set aside the entire weekend before starting this collection because you are not going to want to put it down. This series has action, intrigue, and revelations keeping you glued to the page wanting more.
This box set contains I, Paladin, Never Trust A Vampire, Cycle of Rebirths, Vampire Sacrifice, and A Paladin’s Secrets.
After two years of training in Turransky under a new master, Rena is a proper Void Mage, supposedly ready to handle whatever the world throws at her. Which is just as well because Toh’sellor’s influence has proven it can pop shards up anywhere at any given time across all three continents, with nothing to use to predict it. Worse still, it doesn’t seem to have any real restrictions. Meaning they’re in the middle of a losing battle, and even if they destroy the shards, they’re losing the overall war.
The Magical Intercontinental Specialist Division approach her, asking for help and offering support in dealing with the shards, but Rena senses it’s not just the shards they want help with.
She has a terrible premonition about what they really want her to destroy, and she’s not sure if anyone has enough power to accomplish it.
Rena just wonders how long it will take before someone says it out loud.
While Bannen had every intention of finding adventure, being yanked through a magical portal two continents away isn’t quite what he imagined happening. For that matter, being magically bound to a mage-in-training hadn’t ever crossed his mind.
Being the first human familiar ever summoned in Corcoran? Not on his to-do list.
Rena certainly needs all of the help that she can get, as her magic is very different, inhibiting her of the normal shields and protections. Everyone says her summoning a human familiar is a mistake, that she needs to break the bond and send Bannen back.
But Bannen doesn’t like this idea, not one iota. Renata Rocci has the magic of a Grim Reaper, the heart of a lion, and a body too frail to keep up with either. She can face assassins; meddlesome mages; politicians; and legendary, nightmarish monsters without flinching. Without losing and that’s sexy as sin.
This is definitely not the adventure he signed up for.
It’s far, far better.
Humanity seems determined to come up with increasingly clever ways to murder one another. They seize upon new technological advances in a way that’s alarming, their creativity and blood-thirstiness knowing no bounds.
When a charm maker is blown up inside his own vehicle, for once it’s not Henri Davenforth’s expertise needed: it’s Jamie Edwards’, the Shinigami Detective. Car bombs are something only she has ever dealt with. However, it soon becomes evident that the dead charm maker dabbled in something he should not have, inciting disastrous results.
The dangers he unleashed upon Kingston threaten thousands of lives and it launches a race requiring not only Jamie and Henri’s expertise, but the Kingsmen’s as well to beat the menace spreading through the city.
Meanwhile, the murderer is still at large, leaving Henri and Jamie to wonder: what will blow next?
In the shifting labyrinth of the Ghost Archipelago, there is one group of islands that can almost always be found; the Islands of Fire. Surrounded by a grey haze of sooty smoke, the islands contain numerous active volcanoes. Despite the constant threat of annihilation, many tribal groups call these islands home, building their villages on the rocky slopes or in the black jungles of gnarled and stunted trees that surround the mountains.
In this supplement for Frostgrave: Ghost Archipelago, the Heritors lead their crew to these blighted isles in search of clues to the location of the Crystal Pool. Containing a host of new scenarios, crewmen types, creatures, and treasure, this volume also includes guidelines for building unique tribes to use as adversaries in scenarios or as allies to the Heritors in their quest.
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